Background
Earthdawn and Shadowrun are roleplaying games originally produced by FASA. Shadowrun came out first, and was littered with hints and clues regarding a secret history, a previous age of magic and metahumanity, and of odd survivals from that age in the form of artifacts, ruins, and incredibly powerful ancient beings. Earthdawn came out later; a high-fantasy-and-horror counterpoint to Shadowrun. The settings possessed similarities that caused many patrons of both games to assume Earthdawn was the secretive past that Shadowrun had always hinted to. Arguement erupted among players over whether the two settings really were connected, or if they should be. Over the years, the crossover material between the two settings-now divided into the Shadowrun 4th edition game, the Earthdawn Classic game, and the Earthdawn 2nd Edition game, has grown and the connection has become a recognized and accepted fact by most fans.

That said, this page is here to address the common elements and crossovers between the two settings. Theoretical crossovers with FASA's Battletech and Crucible settings will not be addressed, though you're more than welcome to look into it if you so desire.

Common Elements

Besides elements common to most settings labelled Fantasy, Shadowrun and Earthdawn possessed certain easily-noticed commonalities. The player character races of each included dwarfs, elves, humans, orks and trolls, as well as the varied species of dragon; with physical features more or less identical in the two games. Certain words and thematic elements, notably orichalcum, Sperethiel and insect spirits are apparent. Furthermore, certain characters, often referred to as immortals, are recurring, notable various dragons, elves, and named Horrors.

Less obvious connections and correspondences abound, such as the isle of Thera, the nature of adepts, the astral and other planes, elemental spirits, blood magic and any number of creatures. Connections between the two games almost always center on magic, which is at once the most common element between the two and the most disparate-as in most fantasy games. Still, the terminology used in each game to describe various facets of magic is typically compatible, if not identical, in both settings.

The Theran Empire, particularly the isle of Thera, has been taken by many to be the origin of the Atlantis myth, and in Shadowrun many references to Atlantis are instead references to the Theran Empire. As such, all references to Atlantis in-text are noted.

A list of connections between Earthdawn and Shadowrun, going book-by-book.

FASA

7101 (Shadowrun, 1st Edition)

The original book introduced many of the elements that would become common in both settings, including the races, certain great dragons (notable Dunkelzahn), Sperethiel, and orichalcum.

The magical alloy Orichalcum is said to have been first discovered in Atlantis.

Sperethiel, is a language known by certain ancient elves. The presence of said elves implies survivals from a previous age of magic (or possible Spike Babies).

Among the critters presented in the book, several are similar to Earthdawn creatures:

The Shadowrun basilisk, cockatrice, griffin, kraken and unicorn are similar to the Earthdawn basilisk, cockatrice, griffin, kraken and unicorn, respectively, in appearence and ability, although there are some marked differences (possibly due to a difference in the mana level between the two settings)

The Shadowrun naga is more serpentine and magically capable than the Earthdawn naga, but are in other aspects very similar. It is possible the difference in mana levels between the two settings exacerbates the differences.

Fiery birds are difficult to compare, none the less I believe the Shadowrun Phoenix is most similar to the Earthdawn Firebird than the fire eagle.

The Shadowrun harpy should not be confused with the Earthdawn harpy, despite a noted similarity in pestilence between the two.

The Shadowrun vampire should not be confused with the Earthdawn vampire; the two creatures have only the most superficial likeness to one another in nature and draining ability, and none at all in appearence and origin (as far it has been determined).

7102 (GM screen)

7103 (Sprawl Sites)

7104 (Street Samurai Catalog)

7105 (Paranormal Animals of North America)

The Shadowrun behemoth, birdman, torpedo shark and wyvern corresponds to the Earthdawn behemoth, shriekerbat, selachi and wyvern, respectively, in appearence and ability, although there are some marked differences (possibly due to a difference in the mana level between the two settings).

The Shadowrun agropelter is most similar to the Earthdawn pangolus, although the two may well be different creatures entirely.

The Shadowrun bloodkite is similar to the Earthdawn blood raven in appearence, but the former lacks the ability to see on the astral, suggesting these are two different species.

The Shadowrun Corpselight is superficially similar to the Earthdawn Will-o'the-Wisp in appearence, and may actually be a degraded form of it. Or an entirely different critter.

The Shadowrun firedrake and icedrake are superficially similar to the Earthdawn drake, please see here for further details.

The Shadowrun hellhound is similar to the Earthdawn hellhound in appearence and ability, but the two differ in important respects.

The Shadowrun martichoras is superficially similar to the Earthdawn manticore, but lacks the latters wings and abilities. Possibly a related species.

The Shadowrun nomad resembles a Horror in methodology and need, possibly one that manages to maintain itself during the relatively low-mana Sixth World be possession.

The Shadowrun sea drake, freshwater serpent and saltwater serpent resemble the Earthdawn leviathan dragon breed, though they apparently lack the same intellect and magical abilities. See here for more.

7106 (The Grimoire: the Manual of Practical Thaumaturgy/14th Edition, 2050)

The Moonlight Thorns are an all-elf adept initiate group formed and funded by a Tir Tairngire noble. The name suggests a possible connection with the thorn elves of the Blood Wood in Earthdawn, and in purpose they may be described as similar to Exolashers in that setting.

Various aspects of magic in this book correspond to those in Earthdawn: the Metaplanes resemble the various Netherworlds, the Free Spirits and True Names have basicially the same mechanics, Wards are similar in both settings, and the Ally spirits in the two systems are close as well.

Orichalcum is mentioned this time as being discovered(according to legend) by the Priest-Kings of Atlantis.

The Shadowrun insect spirits appear similar to Earthdawn invae (and it is later revealed in another book they are one and the same).

7107 (Virtual Realities)

7108 (Rigger Black Book)

7109 (Shadowbeat)

"Tales of Atlantis Zannor leads a raid against the Crimson Citadel..." A popular trideo show produced by the Atlantean Foundation, this is likely more of an in-joke than anything else.

Aztlanian Court Ball players are sacrificed after they play, this is the first suggestion of blood magic.

7110 (Shadowtech)

7111 (DMZ boxed set)

7112 (Paranormal Animals of Europe)

The Shadowrun merlin hawk corresponds to the Earthdawn sentinel hawk.

The Shadowrun hydra wyrm appears to be an aquatic variant of the Earthdawn hydra.

The Shadowrun sprite appears to be nearly identical to the Earthdawn windling, at least in physical appearence.

A reference to True Fire is included in the sprite entry, which given the speaker (a Tir Nan Og noble, supposdely) would suggest both the Earthdawn setting element of True Fire and the existence of immortal elves.

The Shadowrun Wraith shows a marked similarity to the Earthdawn demiwraith, and other wraith variants. Considering the accompanying line by -H-, it might be assumed they are a form of Horror or Horror construct.

A small reference is included in the Wild Hunt section concerning Lady Brane Deigh and her Seelie Court, which has similarities to the Elven Court of Earthdawn.

The Shadowrun ogre metavariant only superficially resembles the Earthdawn Ogre or Ogre Twin.

In Earthdawn, the Elven Court maintains the links between the realm of faerie and the mundane world.

7113 (Corporate Shadowfiles)

7114 (Fields of Fire)

7115 (Lone Star)

A reference to an unusual room and an extended astral quest hint at distant metaplanes, the "distance" of Netherworlds is a familiar concept in Earthdawn as well.

7116 (Prime Runners)

Both elven assassin Teachdaire and infected-hunter Martin De Vries possess unique pre-Awakening magical artifacts, suggesting an early age of magic.

Martin de Vries' initial rantings suggest that the Ordo Maximus is consorting with metaplanar monstrosities-possibly a reference to Horrors, perhaps nothing more than madness.

Rhonabwy's story, along with those of other dragons, suggest that they hibernated during the 'down cycle' between the Earthdawn and Shadowrun settings, substantiating the concept of a previous age of magic.

Lisa Suarez, the Talismonger, is known to have spent extensive time looking for magical artifacts in the Southern Ukraine, an area that corresponds to southern Barsaive.

Karl-Heinz Zessler is an old elf, likely a Spike Baby rather than an immortal, guarding a magical nexus or zodiac; perhaps from the Horrors, perhaps from insect spirits. The suggestion, at least, is that the zodiac at Glastonbury was created in a previous age of magic.

Teachdaire occaisonally rants about "mad passions," possibly a reference to the Mad Passions of the Earthdawn setting.

In the Magic and Death section, it is revealed a colony of Heavenherds exists in Azania, which corresponds to the Theran province of Aznan in Earthdawn. Likewise, the cybermantic techniques they use are claimed to be impossibly ancient, suggesting a previous age of magic. Aztechnology's use of blood magic is again mentioned, along with hints of darker dealings in the astral. Spmething called the Cabal is mentioned, which might be a reference to the isle of Thera.

7120 (Awakenings: New Magic in 2057)

7121 (Threats)

The Nazi of Alamos 20,000 holds theories of a previous age.

The magician Darke is a servant of The Enemy, a metaplanar menace which is identifiable as the Horrors from Earthdawn.

While superficially similar, the crawlers that Mr. Darke can summon do not appear to be the same as the Earthdawn jehuthra.

"The Atlantean Conspiracy" by Lone Gunman addresses the crossover metaplot directly, mostly by concentrating on the various immortals.

Included is Ehran the Scribe's speech to the YET about the cycle of magic, describing how Atlantis sank on August 12, 3113 BC. This could well describe what will be the end of Earthdawn, in the future.

Insect spirits are again mentioned.

The Blood Mage Gestalt uses "Ancient and Bizarre Metamagics," as well as blood magic. The Tzitzimine they worship/fear and wish to summon/protect themselves from may be the Horrors.

7122 (Portfolio of a Dragon: Dunkelzahn's Secrets)

Shadowrun Great Dragons can take metahuman form, an ability they share with their Earthdawn counterparts.

A small conversation between Lady of the Court and Wordsmyth (aka Ehran the Scribe), which suggests a previous age of magic.

The First Key of Power, possibly the first Key to the Heart of Heroes, and Earthdawn artifact.

The Rose Crystal, an ancient Elven artifact used to spark the Elven Court's inclusion in the Second Theran War.

Robert Page receives a text which supposedly contains a record of the Orkish language.

The Weeping Stone of Ta'bel perhaps refers to an Earthdawn artifact of a similar name.

The Everliving Flower, which Mountainshadow arranged to be stolen to cause the Elven Court to take action in the Second Theran War.

Wyrmstooth, an dagger carved from a dragon's tooth, similar to Earthdawn sword Wyrmsfang.

Another reference to blood magic.

The Elemental Scrolls of Ak'le'ar, likely crafted by the Earthdawn elementalist Ak'le'ar?

The Jewel of Memory, an Earthdawn artifact important to dragonkind.

Dunkelzahn/Mountainshadow had a lair in the Caucasus mountains, in the area of Barsaive in Earthdawn.

A deck of ancient elven Path cards, a sort of tarot used by elves in Earthdawn.

The Last Knight of the Crying Spire, a reference to a citadel in the City of Spires of Earthdawn.

7123 (Underworld Sourcebook)

7124 (Cyberpirates!)

7125 (Corporate Download)

Another reference to blood magic.

Lofwyr's servant Scale appears to be a drake, along the lines of an Earthdawn drake. Scale's appearence as a lizard-man could imply the existence of T'skrang in Shadowrun as well as Earthdawn.

7126 (Man & Machine: Cyberware)

7201 (Seattle Sourcebook)

Rumors of blood sacrifices at Aztechnology pyramid.

First mention of Atlantean Foundation and Shiela Blatavska. The Atlantean Foundation supposedly exists to uncover the secrets of ancient Atlantis, and indeed its archaeologists and Mystic Crusaders seem more knowledgeable than they should be about where to find the artifacts of Therans and others. It is thought that Shiela Blatavaska is a pseudonym for an immortal, and is likely based on the famed mystic, Madame Helena Blatavasky.

7202 (Native American Nations: Volume One)

7203 (London Sourcebook)

Naturally-occuring orichalcum first mentioned in Snowdonia.

Celedyr, a Great Western Dragon, is known as a traveller through earth and stone, like Earthroot in Earthdawn.

The Knights of Rage claim Egyptian/Nubian descent, and are associated with Celedyr. Possibly a Creanan connection.

A paint-thick look at the Seelie Court of Tir Nan Og, including their Queen, Lady Brane Deigh, and the Daoine Shidhe and Tuatha de Danaan; superficially similarities to the Elven Court of Blood Wood may be apparent.

A reference to blood magic.

In Earthdawn, the Elven Court maintains the links between the realm of faerie and the mundane world.

7204 (Germany Sourcebook)

A reference to naturally-occuring orichalcum.

A comment on dragon hibernation.

7205 (The Universal Brotherhood)

Insect spirits, again. It is interesting to note the similarity in tactics between the Universal Brotherhood and the infestation of the temples of Chorrolis.

7206 (Neo-Anarchist's Guide to North America)

7207 (Native American Nations: Volume Two)

7208 (The Neo-Anarchist's Guide to Real Life)

7209 (California Free State)

7210 (Tir Tairngire)

First appearence under their most common aliases of Harlequin (The Laughing Man) and Dunkelzahn (The Big 'D'). Their comments hint toward immortal elves and a previous age of magic.

The Princes of the Council use a langauge older than Sperethiel, although it has similarities. Please see here for more.

Aithne Oakforest was a noble in the Blood Wood of Earthdawn.

Use of Anchoring-before it was "invented" in 2053- infers prior magical knowledge on behalf of certain elves, which suggest immortal elves and a previous age of magic.

Jenna Ni'Fairra has a very old portrait of herself, thorns protruding from her skin. Harlequin refers to her as "our dear sweet Blood Queen." This is an obvious reference to the thorn elves of the Blood Wood in Earthdawn.

The Rite of Pronouncement and Rite of Passage are similar to certain elven beliefs in Earthdawn.

A Sperethiel glossary is included.

A comment about the Passions is made. Combined with Harlequin's rejoinder, this seems likely to be a reference to the Passions of Earthdawn.

A note about the elven Paths, which hints at the beliefs of certain elves in Earthdawn.

A free spirit called Gormenghast claims to remember the 4th world, which would be Earthdawn by popular reckoning.

Ehran's theory of the cyclical nature of magic is put forth.

There is a serious rift between Lofwyr(and some other dragons) and Ehran(and some other elves), suggesting a back history extending perhaps to a previous age.

Notes on elven longevity and suspected immortality.

Laés is similar to laésal, a juice of similar affect in Earthdawn.

The scholar Lacrima states that Crater Lake erupted on July 22nd, 3454 BC, which would be during the previous age of magic.

7211 (Tír na nÓg)

Pre-Awakening use of magic, inferring prior knowledge.

The Ways and Paths bear large similarities to the elven Paths of Earthdawn)

Lady Brane Deigh, Queen of the Seelie Court, again, is reminiscent the Elven Queen and the Elven Court of Earthdawn.

The Citadels in the Danaan mythos resemble both certain elven beliefs in Earthdawn, as well as the Citadels of Earthdawn.

In Earthdawn, the Elven Court maintains the links between the realm of faerie and the mundane world.

7212 (Denver Boxed Set)

The ancient magical ax in the Phoenix lorestore suggests a previous age of magic.

7213 (Aztlan)

More references to blood magic.

The Aztlan sourcebook is annotated by a group of immortals. Some of the subjects raised include:

A proto-culture for Aztlan is suggested, hinting at a previous age.

Evidence of a Corrupted dragon, as by Horrors in Earthdawn.

Loci, devices of ancient magical origin, are discussed, suggesting a previous age of magic.

The Warrior Orders and Path of the Sun are suggested as debased elven beliefs, similar to those in Tír na nÓg, and thus Earthdawn.

A suggestion as to whether the Tzitzimine are the Horrors.

Mentions dragons during the down-cycle, hibernating.

Several allusions to both Aztlan and Amazonia having the backing of ancient powers, suggesting both immortals and a previous age of magic.

7214 (Target:UCAS)

Insect spirits are mentioned again.

Mama is mentioned, and is possibly a creature from a previous age.

7215 (Target:Smuggler Havens)

The mysterious Tunguska incidient is suggested to have been perpetrated by immortals.

7216 (New Seattle)

7219 (Target: Matrix)

Dawn of Atlantis, an Atlantean Foundation-backed game where you can play all five metahuman races, plus lizardmen (t'skrang), earth elementals(Obsidimen), and Sprites (Windlings), bears obvious similarity to Earthdawn.

7901 (Shadowrun Second Edition)

This core book introduced many of the elements that would become common in both settings, including the races, certain great dragons (notable Dunkelzahn), Sperethiel, and orichalcum.

The magical alloy Orichalcum is said to have been first discovered in Atlantis.

Sperethiel, is a language known by certain ancient elves. The presence of said elves implies survivals from a previous age of magic (or possible Spike Babies).

Among the critters presented in the book, several are similar to Earthdawn creatures:

The Shadowrun basilisk, cockatrice, griffin, kraken and unicorn are similar to the Earthdawn basilisk, cockatrice, griffin, kraken and unicorn, respectively, in appearence and ability, although there are some marked differences (possibly due to a difference in the mana level between the two settings)

The Shadowrun naga is more serpentine and magically capable than the Earthdawn naga, but are in other aspects very similar. It is possible the difference in mana levels between the two settings exacerbates the differences.

Fiery birds are difficult to compare, none the less I believe the Shadowrun Phoenix is most similar to the Earthdawn Firebird than the fire eagle.

The Shadowrun harpy should not be confused with the Earthdawn harpy, despite a noted similarity in pestilence between the two.

The Shadowrun vampire should not be confused with the Earthdawn vampire; the two creatures have only the most superficial likeness to one another in nature and draining ability, and none at all in appearence and origin (as far it has been determined).

7902 (Gm Screen)

7903 (The Grimoire: The Manual of Practical Thaumaturgy/15th Edition, 2053)

Again, various aspects of magic addressed in the book are similar to those in Earthdawn.

Blood magic and insect spirits mentioned

7904 (Virtual Realities 2.0)

7905 (Shadowrun Companion)

The menehune are suggested to originate from Lemuria, which suggests a previous age of magic.

The ogre, cyclops and giant metatypes may all have Earthdawn counterparts.

7906 (Rigger 2)

7907 (Magic in the Shadows)

Everything which has been mentioned in the Grimoire

And the Wuxing Spirits of the Elements more closely align to Earthdawn elemental magics, except for being able to find the plane of Wood.

7908 (Cannon Companion)

7909 (Matrix)

7910 (Rigger 3)

7001 (Shadowrun 3rd edition)

This core book introduced many of the elements that would become common in both settings, including the races, certain great dragons (notable Dunkelzahn), Sperethiel, and orichalcum.

The magical alloy Orichalcum is said to have been first discovered in Atlantis.

Sperethiel, is a language known by certain ancient elves. The presence of said elves implies survivals from a previous age of magic (or possible Spike Babies).

Atlantean Foundation says Thera is Atlantis

7002 (GM screen)

The critters booklet contains stats, but not descriptions, for the critters discussed above.

7003 (Shadowrun Quick Start Rules)

7301 (DNA/DOA)

7302 (Mercurial)

A reference to dragon hibernation.

7303 (Dreamchipper)

7304 (Queen Euphoria)

Insect spirits appear here, with hints that their origins might come from a previous age of magic.

7305 (Bottled Demon)

The Idol is an ancient, pre-Awakening artifact, whose power derives from an inimicable source, possibly the Horrors.

7306 (Harlequin)

Immortal elves exist. You read it first here. (Aside from the fact that they actually say it, little hints are scattered throughout the book: hundreds-of- years-old geneaological data, old portraits with Ehran in them, etcetera.)

Numerous hints, including the breadth of Ehran's magical knowledge and the long-lasting enmity between Ehran and Harlequin, suggest they both come from a previous age of magic.

7307 (Dragon Hunt)

7308 (Total Eclipse)

Twilight is an ancient spirit, from a previous age of magic.

The book entitled 'The Fifth World of the Third Eye' is a tome containing hints of pre-Awakening magic.

Racial memories from a previous age of magic are included, Earthdawn players may have other theories.

7309 (Imago)

An unusual elf dies and is reincarnated, suggesting the possibility of a previous life as an elf.

The 'Wheel of Spirits' is an elven belief in both Shadowrun and Earthdawn.

7310 (Elven Fire)

7311 (Ivy and Chrome)

Another reference to blood magic.

7312 (One Stage Before)

7313 (Dark Angel)

More racial memories, this time including bits of ancient elven ballads.

Dark Angel's next album was entitled "Earthdawn," which is likely more of a joke than anything else.

7314 (A Killing Glare)

Another reference to dragon hibernation.

7315 (Celtic Double-Cross)

7316 (Eye Witness)

7317 (Paradise Lost)

7318 (Divided Assets)

7319 (Double Exposure)

More insect spirits.

7320 (Harlequin's Back)

Haarlequin's vistor resembles Vestrial, and hints at various Earthdawn matters.

The Enemy is a fairly obvious alias for the Horrors.

Harlequin confirms the cycle of magic, as well as the fact that insect spirits are invae.

Harlequin's slip of the tongue suggests the metaplanes are the same as Earthdawn's netherworlds

Alchera: astral echoes of previous buildings...possibly from a previous age of magic.

A city beneath a magic dome near a dry lake, possibly an Earthdawn citadel... maybe something like Parlainth. Interesting note: the alchera brought back the water in the dried lakes; many of Tir Tairngire's potent magical sites are dried lakes.

Possible reincarnations in Egypt, possibly of Creanans.

The Shadowrun storm wraith corresponds with the Earthdawn stormwraith.

10652 (Threats 2)

Imp spirits are released from ancient artifacts, another suggestion of a previous age.

Book of Gaf, supposedly an artifact from Atlantis, is made of beaten sheets of orichalcum. Possibly a Theran artifact, given the use of blood magic by those who possess the book.

Shadowrun drakes, as presented here, are related to Earthdawn drakes, but not identical in all respects.

10653 (Target: Wastelands)

Further references to naturally occurring orichalcum.

A large, ancient boatis found in the Sahara, designed for beings larger than humans - possibly a Troll Drakkar.

A heap of geometrical structures at the bottom of a trench in Antarctica (possibly an ancient city), has Lofwyr's interest, and is rumored to be from a previous age.

10654 (Wake of the Comet)

10655 (Shadowrun Companion, 3rd Edition)

The menehune are suggested to originate from Lemuria, which suggests a previous age of magic.

The ogre, cyclops and giant metatypes may all have Earthdawn counterparts.

10656 (Shadows of North America)

The rebellion in Tir Tairngire apparently contains an ancient reference that the immortals of that land recognize.

10664 (State of the Art: 2063)

Filtering metamagic technique creates a matrix to filter out polluted astral energies when casting spells, similar to spell matricies in Earthdawn.

10665 (Survival of the Fittest)

Several prominent Shadowrun great dragons are revelead, by their nicknames, to be the same as several Great Dragons in Earthdawn.

10666 (Dragons of the Sixth World)

The Cycle of Magic, is discussed by some of the Immortals.

Several aspects of draconic society and life, such as the Loremaster and memory crystals, are identical to those in Earthdawn.

True Drakes are identical to drakes in Earthdawn. Bred drakes are the continuance of an Earthdawn plotline.

Laughing Man and Orange Queen comment on Celedyr adopting his sire's former partner's tricks. Since the reference was to returning the mangled and possibly digested bones of a Theran magician to the Heavenherds, I think it possible that Icewing may have been said partner. It is stated that Earthroot was his sire and teacher (which implies Root Protector gave Celedyr to a Great Western Dragon to raise, possibly Doll Maker?).

Ancient written sperethiel text dug up in the Ukraine.

References to Root Protector, Doll-Maker, the Glitterfrost Orchid, and the Great Tree, all of which are part of Earthdawn.

Saied Bay is said to be beset by a Djinni, possibly a Jinari of Earthdawn.

The emergence of the dragon Calozerca is similiar to the release of a Horror-tainted dragon from the Horrors sourcebook.

10667 (Sprawl Survival Guide)

10673 (Character Dossier)

25002 (Shadows of Europe)

The Draco Foundation and the Atlantean Foundation both sponsor numerous archaelogical digs in the Ukraine, the area known as Barsaive in Earthdawn. Unsurprisingly, these digs were some of the first to stumble across natural orichalcum.

Saeder-Krupp purchased the mining claims for several location in the Eifel mountains that would later show to have veins of natural orichalcum, suggesting prior knowledge.

The unusual construction of the city of Karlsruhe suggests knowledge of magic several centuries before the Awakening.

In Earthdawn, the Elven Court maintains the links between the realm of faerie and the mundane world.

25003 (Mr. Johnson's Little Black Book)

25004 (State of the Art: 2064)

The expanded abilities of adepts in SHadowrun have brought them much closer to adepts in Earthdawn.

The Or'zet Codex bequeathed to Robert Page by Dunkelzahn, not to mention the smattering of or'zet, is clearly derivative of Earthdawn.

The Shadowrun Hellcow may correspond to the Earthdawn Genhis.

Jenna Ni'Fairra linked to the "Songbirds" elven spy network. An operation of the same name ran in Barsaive, owing loyalty to Alachia.

Teutonic Hermetics believe in Thule, a pre-Awakening magical state.

25006 (Loose Alliances)

In Earthdawn, the Elven Court maintains the links between the realm of faerie and the mundane world.

Arcanarcheologists search for remnants of previous cycles of magic, including the origins of languages such as Sperethiel and Or'zet. Highlights include a pre-Hellenic ceramic plate displaying a picture of a flying fortress, a Sperethiel-inscribed slab from a Latvian dig stolen by agents of Celedyr, a drakker unearthed in the Sahara and a pillar of pure orichalcum uncovered in Toubkal in the Atlas Mountains.

The Vigilia Evangelica's vaults hold relics and texts of the previous age of magic.

A coalition of dragon hunters has been using the Draconic Information Virtual Exchange (DIVE) to hunt dracoforms. Some references go back hundreds of years.

25007 (Shadows of Asia)

A white palace is seen atop Mt. Emei, Sichuan - possibly the lair of Dvilgaynon.

Excavations of Tomb of Shih Huang Ti, Shaanxi may have uncovered a city that predates Chinese history.

The ancient Aryan-Celtic protoculture may have given birth to both the Paths of the Wheel and the modern Indian caste system.

The Jyortilinga network may be a remnant of an ancient civilization - or the true defense Indrisia employed during the Scourge.

Digs in the Taklimakan desert may have uncovered the 13th Jyortilinga, stolen by the Golden Horde.

Buttercup gives the new Japanese emperor a priceless pre-Awakening statue of an ork as a wedding present.

Caverns in the Awakened nation of Cappadocia said to have been magically sealed ages ago - possible kaer network?

The Russian Red Army battled Tír na nÓg Republican Corps over a Ukrainian archeological site; rumor suggests the Atlantean Foundation uncovered a relic suggestive of an elven nation from a previous age that may have spanned from Eastern Ukraine into southwestern Russia up to the Volga.

Rock beings spotted on Olkhon Island, Yakut; possibly obsidimen.

The Tunguska blast may have been the violent return of a spirit prison placed into orbit 12,000-13,000 years ago.

Longlei (Dragon Tears) are a natural water radical, discovered by Wuxing in South China Sea.

Booryazmei the "Storm Serpent" breathes lightning instead of fire; reminiscient of the Lightning Dragon in Earthdawn.

The feud between the Padawa Lima and Kurawa is said to go back to another age.

In Mompracen, East Timor, the bodies of a dwarf species genetically related to Menehune are discovered - possible evidence of Mu.

25014 (System Failure)

Hideo Yoshida, a member of the board of Yamatetsu, SURGEd into a half-ton rock-like chaneling, possibly a reference to obsidimen.

26000 (Shadowrun Fourth Edition

General stuff already mentioned in previous main edition books.

Several dragons intimate that the "Sixth World" is indeed the sixth Age of Magic.

26002 (SR4 GM Screen/Contacts and Adventures)

26003 (On the Run)

26004 (Street Magic)

Hints at the magic "returning" from a previous age, and various aspects (elementals, orichalcum, etc.) noted previously.

The Utsuro Sapphire is a draconic memory crystal, and as an heirloom of the clan suggests a previous age of magic.

A list of connections between Shadowrun and Earthdawn, going book-by-book.

6000 (Earthdawn, 1st Edition)

This core book presents the basis of common elements between Shadowrun and Earthdawn; including the correspondences between certain of the Namegiver races in Earthdawn and the metahumans and dragons of Shadowrun.

Wraiths are mentioned as signs of the Horrors.

Also before the Scourge, invae are found in great numbers and mostly exterminated during a time known as The Burning.

References to Horrors building mystical bridges to cross the Netherworlds.

Leader of the Theran Empire known as the First Governor. See here for more.

As the wooden kaer of Wyrm Wood fails, Elven elementalists perform a twisted blood magic ritual that enacts a physical change on all of the elves within the wood. Thorns continually grow and pierce their flesh, the constant pain providing them a degree of security from the more powerful Horrors. The Thorn Elves of the Blood Wood have found a way to survive, at a terrible price.

The elves possess fragmentary records indicating that dwarfs, humans, elves, trolls and orks are members of single, as-yet-unamed species; and that the current level of magic increases the differences between them.

Legends speak of some elves living longer than 400 years.

The Books of Harrow, from early in the age of magic, describe a previous age of magic, and the Scourge of that age.

For periods of up to 5,000 years, the world is magically active, and during the peak of that period creatures known as Horrors can invade the world.

The Earthdawn brithan corresponds to the Shadowrun horned bear.

6002 (Earthdawn GM Screen, 1st Edition)

Blood Magic originated with the Therans and reached it's ultimate (known) form in the Ritual of Thorns used by the Elven Court.

6100 (Barsaive Boxed Set)

Reports on Invae in the Scytha Mountains

The Elven Court maintains the links between the realm of faerie and the mundane world.

The Everliving Flower was crafted in Shosara as a gift for the Elven Queen of Wyrm Wood, but was stolen by the Therans enroute and enshrined in Parlainth.

Drakes, miniatures dragon-like creatures, mentioned around the Blood Wood and the Dragon Mountains.

6101 (Denizens of Earthdawn, Volume One)

The Elven Queen wields potent magics, among which are (supposedly) those of longevity (they used Alachia as an example, some error might have crept in).

The Wheel of Life, leadingto the acsenscion to the Netherworlds, corresponds with elven beliefs in Shadowrun.

In the northwest lay Sereatha, the City of Spires and the Knights of the Crimson Spire; swordmasters dedicated to preserve and protect Elven culture and tradition.

Sperethiel, and the rumored language of greater complexity that gave birth to it.

The Everliving Flower returned to Blood Wood, and bloomed red.

Legend that all Namegivers originally came from humans.

6102 (Denizens of Earthdawn: Volume Two)

Or'zet, as it is spoken in Shadowrun, has its origin here.

6103 (Legends of Earthdawn: Volume One)

Orichalcum Keys to the Heart of Heroes, one of which might still be extant in SHadowrun.

Leonarus, an ancient Theran elf who lacks head hair but possesses a flowing white beard, and is a genius scholar (especially on the nature of light, his specialty), who has lived far beyond the normal lifetime for an elf.

Thousands of miles to the south of Thera lies the land called Aznan, famed for the rich elemental air available over Cloud Mountain near the southern tip of the continent, the exotic creatures, and the fact that the dark-skinned locals usually die of disease soon after being ensalved and taken to far-away lands.

Araucania, across the thousands of miles of ocean west of Thera, boasts hot and humid jungles, the kokaila root, and at least one great dragon of unequalled power and magical prowess.

6109 (The Serpent River)

6110 (Legends of Earthdawn: Volume Two The Book of Exploration)

Giants in Earthdawn may correspond to the giant metatype in Shadowrun.

6111 (Throal: The Dwarf Kingdom)

6112 (Earthdawn Survival Guide)

6113 (The Blood Wood)

The Everliving Flower was returned to the Blood Wood.

Alachia has been rumored to be one of the so-called Great Elves, whose lifespans outsrtip those of normal elves.

Caimbueul, an ambassador from Sereatha, City of Spires, is a Swordmaster and Wizard adept, as well as a senior member of the Knights of the Crimson Spire. His comments toward the Blood Wood are negative and scathing, but Alachia does nothing to stop him. Some think this is due to his considerable charm, or possible family connections between the two (they both hail from the Western Kingdoms), or even more intimate relations.

A senior blood warder using nethermancy to extend his life desires to become immortal, and having studied legends of the Great Elves, who possess far greater lifespans than other elves, believes Alachia is a Great Elf who knows the secret for eternal life.

Aithne Oakforest was is a senior Blood Warder, described as "a most learned gentleman well versed in Court diplomacy." He joined the Blood Warders at a young age, originally hails from Sereatha in the Western Kingdoms, and is connectted with the Escalanas ranelle. He hates the Therans with a passion. Aithne lost his wife and children to the Ritual of Thorns, but remains loyal to the Queen and is highy placed in the Court's politics. He is a Twelfth circle Elementalist, Eleventh circle Nethermancer and Tenth circle Wizard; but pursues magical knowledge that will further the goals of the Court rather than esoteric research for it's own sake, which he sees as meaningless at best.

Alachia had portraits of former Elven Queens altered so that they possessed thorns like blood elves. Many have noticed a distinct resemblance between Queen Alachia and Queen Failla.

6114 (The Theran Empire)

Very roughly, given the provided map and cultural descriptions:

Arancia corresponds to France/Low Countries.

Barsaive corresponds to Ukraine.

Creana corresponds to Egypt and the Middle East bordering the Mediterranean Sea.

Indrisia corresponds to India and its environs.

Marac corresponds Northern West Africa.

The Selestrean Sea corresponds to the Mediterranean Sea.

The Slithering Wastes corresponds to Spain.

Talea corresponds to Italy.

Vasgothia corresponds to Germany and Poland.

Vivane corresponds to Greece.

The Cycle of Magic is discussed again.

Many of the Heavenherds, Thera's greatest magicians, come from House Narlanth, which is dominated by humans and elves.

The leader of the Theran Empire is called the First Governor, because if they called him Emperor, every dragon on the Selestrean Basin might declare war on the Empire. Then there are Overgovernors, in charge of the provinces, and below them are Undergovernors.

The greatest of the Theran magicians are given the title of Heavenherd, an order thought to be descended from the School of Shadows that developed the Rites of Protection and Passage.

Tribal peoples within the interior of Fekara (read: Africa) were forced to rely on a ritual given them by a strange Passion known as the Mighty Spider in hopes of surviving the Scourge.

The Heavenherds have a research laboratory/citadel in Creana, where they have recently welcomed a Barsaivian guest to study away from the watchful eyes of the Great Dragons.

6115 (Secret Societies of Barsaive)

6116 (Crystal Raiders of Barsaive)

The Earthdawn storm wraith corresponds to the Shadowrun stormwraith.

6117 (The Ork Nation of Cara Fahd)

Or'zet, the language discovered in the Or'zet Codex is found here.

6200 (Earthdawn Companion)

6201 (Magic: A Manual of Mystic Secrets)

6202 (Arcane Mysteries of Barsaive)

6301 (Mists of Betrayal)

The Everliving Flower is an elven artifact created in Shosara as a gift for Queen Failla before the Scourge. It consists of a rose from the Queen's Garden within a box of crystal; the rose is a symbol of elven culture and enchanted to live forever. It is rumored that a prick of the rose's thorns will imbue immortality, but as yet no one has discovered how to open the box. Oddly, while away from the Blood Wood the petals of the flower were black, but they bloomed a deep crimson once viewed within the Wood.

6302 (Terror in the Skies)

6303 (Infected)

6304 (Parlainth Adventures)

6305 (Shattered Pattern)

6306 (Sky Point Adventures)

6307 (Blades)

6308 (Throal Adventures)

6401 (Prelude to War)

Living Room Games/WizKids

100 (Path of Deception)

101 (Barsaive at War)

The Everliving Flower is an artifact created by the Great Dragons during a previous age; it was taken from them and for a long time resided in Shosara, until it was sent to Queen Failla of the Wyrm Wood as a token of fealty, but it was captured by the Therans and held in parlainth, til it was retrieved after the Scourge and returned to Blood Wood. Mountainshadow arranged for the Flower to be stolen and replaced with the Rose Crystal to draw the Blood Wood into the Second Theran War. The Everliving Flower is normally dark red, almost black, but in the presence of those with dragon blood (dragonkin) it turns a bright blood-red color. Due to the large number of dragonkin within the Elven Court, the Flower is blood-red almost constantly. The trading of one artifact for another is an elborate ritual, a ritual that both the Theran Empire and Elven Court have followed for centuries (Chal'han?)

200 (Earthdawn, Second Edition)

The basic common elements of the setting are contained in this core volume.

201 (Earthdawn Companion, Second Edition)

202 (Barsaive in Chaos)

The only thing of note is the stats for vampires have finally appeared, which appear far different from their SR version(s).

203 (Earthdawn GM Screen, 2nd Edition)

204 (Scourge Unending)

The Cyclops, represented here, may be the counterpart of the cyclops metavariant in Shadowrun.

205 (The Way of War Makers of Legend Volume One)

206 (The Book of Dragons Revised and Expanded)

207 (The Wanderer's Way Makers of Legend Volume Two)

Dragons
A note: this is the last book FASA put together for the Earthdawn line, but FASA closed before it ever saw any actual, physical existence. So they were incredibly kind and put the PDF file of it onto the internet to satisfy al us die-hard ED fans. Living Room games, who currently produced ED under license from WizKids, are coming out with a new, expanded version in hardcopy. Can't wait.

Mountainshadow is keeper of the Jewel of Memory

Some Feathered Dragons teach select groups of Namegivers blood magic, particularly Death magic. The Feathered dragons are highly divided on this issue.

Alamaise convinced Jaspree to plant the seed that would be Oakheart, and he sired children upon the elves of what would by the Wyrm Wood, beginning with Caynreth. His children went on to found the Elven Court, but they betrayed him, and their betrayal sparked open rebellion against all dragon overlords at the end of the Age of Dragons. Alaimaise' children set up a line of Queens in Wyrm Wood and built up the Elven Court.

A young Earthroot left Cathay after losing a quarrel with a dragon named White Lotus over a mountain named Spirit Mountain, and came to dwell in Barsaive. This was during the Age of Dragons, some three centuries after the death of All-Wings. His knowledge of elemental earth magic is profound, and he can even move physically through earth and stone. Earthroot can manipulate elemental earth magic by the placement and shape of architecture, so as to increase the effectiveness of True Patterns and magical items in the area Earthroot guards the White tree, which sprang from the heart of All-Wings. It is said that if the White tree dies, dragonkind will fade from the world.

Icewing was charged by All-Wings during the Age of Dragons to be the overseer between the dragons and those they served, through their servitors such as the children of Alamaise. Their betrayal was a tarnish on his stature among dragonkind, and he pursued spirit magics to a create a new servitor race: the drakes. It was the use of these drakes against the Therans by Cloudtamer, Yuichotol and Icewing which led to them being targeted by the Theran behemoths. Icewing, through the aid of the Eye of All-WIngs and Mountainshadow's council, was able to avoid the Theran behemoths which claimed his peers. It is thought that Yuichotol, who mated with Icewing more than once and was as adept with spirits as he, was retained behind in this world through the enchantment of a Soul Stone, much like the orks of Cara Fahd once used. It is said Icewing is likewise bound to one of these stones. "Ghost Scales" is a spirit of some power. Recently, Icewing has sent a group of adepts to the isle of thera to retrieve a draconic memory gem known as the Rose Crystal, which holds powerful signifigance for the Children of Alamaise.

In Earthdawn, the Elven Court maintains the links between the realm of faerie and the mundane world.

Find Your Own Truth (Secrets of Power Volume III)

Urdli tells of the Cycle of Magic.

2XS

Insect Spirits are included in this novel.

Changeling

Never Trust an Elf

Pre-Awakening elves, immortal elves, the habits of dragons and the cycles of magic are addressed.

A wooden structure over 50,000 years old with metahuman-made carvings on it appears in the novel.

Into the Shadows
Note: There were two versions of this, one of which contained the short story A Plague of Demons, and another which instead contained Into the Shadows.

Insect spirits appear in the story A Plague of Demons.

Streets of Blood

Shadowplay

Night's Pawn

Striper Assassin

Lone Wolf

Fade to Black

Nosferatu

The ancient elf Luther, aka Lùtair appears in this novel.

Past lives and Elven reincarnation, are addressed.

The creature in the doineann draoidheil appears to be a despairthought.

Burning Bright

Insect Spirits make an appearence.

Who Hunts the Hunter?

The Roggoth'Shoth, a vaugely Lovecraftian tome with Book of Harrow-type inferences.

House of the Sun

Blood magic, insect spirits and Horrors all make appearences in this novel.

Worlds Without End
A Note: This novel, alternately loved and despised by everyone who's ever read it, was to be the third in the Immortals Trilogy written by Caroline Spector. However, Worlds Without End was the only book in the trilogy published in the United States or in English. The others, Scars (Narben) and Little Treasures (Klein-Schwarze) were published only in Germany and France. I am pleased to tell you that the novels are forthcoming from Per Aspera Press.

Ysrthgrathe makes an appearence

Alachia, the Blood Queen, also makes an appearence, as do other immortals from Earthdawn.

Horrors and the cycle of magic are discussed, as is blood magic.

In Earthdawn, the Elven Court maintains the links between the realm of faerie and the mundane world.

Just Compensation

Black Madonna

Questors are mentioned, corresponding with Earthdawn questors.

Karl Heinz-Zessler appears, his name is mistakingly listed as Hessler.

Leonardo is very simiar to a particular elf in ED with a penchant for light and a similar name. His Great Work appears to be designed to protect a community of artists, scientists and magicians from the next Scourge.

Dunkelzahn's death starts a series of events to preven the premature entry of the Horrors into Shadowrun.

Blood Magic is used.

Headhunters

Clockwork Asylum (Book Two of the Dragonheart Trilogy)

Blood Magic is used.

Horrors are mentioned, as is Thayla's Voice.

Blood Sport

Blood magic is used.

Beyond the Pale (Book Three of the Dragonheart Trilogy)

Contains the first appearence of a Drake in Shadowrun, possibly corresponding with the Earthdawn drake.

Blood magic is used.

Horrors make an appearence, on a bridge to the metaplanes.

Technobabel

Wolf and Raven

Psychotrope

The Terminus Experiment

Run Hard, Die fast

Crossroads

The Forever Drug

Ragnarock

The ancient conflict between Alamais and his brother continues.

A Draconic Memory Crystal is discovered in the Ukraine.

Tails You Lose

The Burning Time

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